diff options
Diffstat (limited to 'intern/cycles/blender/blender_session.cpp')
-rw-r--r-- | intern/cycles/blender/blender_session.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/intern/cycles/blender/blender_session.cpp b/intern/cycles/blender/blender_session.cpp index 9b06e11fd88..60e49161be2 100644 --- a/intern/cycles/blender/blender_session.cpp +++ b/intern/cycles/blender/blender_session.cpp @@ -60,7 +60,7 @@ BlenderSession::BlenderSession(BL::RenderEngine& b_engine, b_render(b_engine.render()), b_depsgraph(b_depsgraph), b_scene(b_scene), - b_scene_layer(b_engine.scene_layer()), + b_view_layer(b_engine.view_layer()), b_v3d(PointerRNA_NULL), b_rv3d(PointerRNA_NULL), python_thread_state(NULL) @@ -90,7 +90,7 @@ BlenderSession::BlenderSession(BL::RenderEngine& b_engine, b_render(b_scene.render()), b_depsgraph(b_depsgraph), b_scene(b_scene), - b_scene_layer(b_engine.scene_layer()), + b_view_layer(b_engine.view_layer()), b_v3d(b_v3d), b_rv3d(b_rv3d), width(width), @@ -165,7 +165,7 @@ void BlenderSession::create_session() else { /* for final render we will do full data sync per render layer, only * do some basic syncing here, no objects or materials for speed */ - sync->sync_render_layers(b_v3d, NULL); + sync->sync_view_layers(b_v3d, NULL); sync->sync_integrator(); sync->sync_camera(b_render, b_camera_override, width, height, ""); } @@ -222,7 +222,7 @@ void BlenderSession::reset_session(BL::BlendData& b_data_, BL::Scene& b_scene_) /* for final render we will do full data sync per render layer, only * do some basic syncing here, no objects or materials for speed */ BL::Object b_camera_override(b_engine.camera_override()); - sync->sync_render_layers(b_v3d, NULL); + sync->sync_view_layers(b_v3d, NULL); sync->sync_integrator(); sync->sync_camera(b_render, b_camera_override, width, height, ""); @@ -383,13 +383,13 @@ void BlenderSession::render() BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_v3d, b_rv3d, scene->camera, width, height); /* render each layer */ - BL::Scene::render_layers_iterator b_layer_iter; + BL::Scene::view_layers_iterator b_layer_iter; BL::RenderResult::views_iterator b_view_iter; /* We do some special meta attributes when we only have single layer. */ - const bool is_single_layer = (b_scene.render_layers.length() == 1); + const bool is_single_layer = (b_scene.view_layers.length() == 1); - for(b_scene.render_layers.begin(b_layer_iter); b_layer_iter != b_scene.render_layers.end(); ++b_layer_iter) { + for(b_scene.view_layers.begin(b_layer_iter); b_layer_iter != b_scene.view_layers.end(); ++b_layer_iter) { b_rlay_name = b_layer_iter->name(); /* temporary render result to find needed passes and views */ @@ -1311,7 +1311,7 @@ bool BlenderSession::builtin_image_float_pixels(const string &builtin_name, BL::ShaderNodeTexPointDensity b_point_density_node(b_node); int length; int settings = background ? 1 : 0; /* 1 - render settings, 0 - vewport settings. */ - b_point_density_node.calc_point_density(b_scene, b_scene_layer, settings, &length, &pixels); + b_point_density_node.calc_point_density(b_scene, b_view_layer, settings, &length, &pixels); } } |